EIP=0046b760
Random sigsegv in the Official SRB2.org Server #2 while racing on Corrupt Shrine.

If people get Time Over in Race, instead of saying "TIME OVER" on the results screen, it displays a minute after the first person finished.

If there are two columns, spectators will be displayed transparently.If there is one column, spectators will not be displayed at all.
Not a bug. Spectators do not get displayed on any score list. -Jazz
Spectators are handled differently in 2.0.5 altogether. ~Inuyasha

Unfortunately, due to the fact that SSNTails compiled the first two releases with a different version of the MSVC compiler than I did for 2.0.2, I cannot use those EIP addresses, even if I revert my working copy back to that point. They simply do not line up with code that makes any sense.

Do not fear though, I have gone through the 2.0.2 EIP addresses and have already plugged quite a few holes. More than likely, many of the places you've been crashing are the same across the various 2.0 versions. I will be bolding all the ones I looked at already. About two-thirds of them led me to fixing a problem. Do not worry if you post an EIP that is the same as one I've already bolded. Better safe than sorry! =P

I submitted this same bug report during testing for this release, and nothing was done. Let's try again...

Any linedef with both upper and lower unpegged flags set will not render its upper texture. This is a problem for me as I routinely use these flags together to properly align textures in Blue Heaven. This bug is especially problematic in places with widely varying floor and ceiling heights. My only options as of now are to ignore texture alignment in those areas or change the floor and ceiling heights to multiples of 64. I don't think either are acceptable solutions, as the texture alignment in those areas always worked in previous releases.

My original report was dismissed on the grounds that, evidently, these flags no longer exist in SRB2, and they can't be used together anyway as one takes precedence. The config file for SRB2 Doombuilder still references these flags, and they still work as expected when used separately in the most recent public release. Additionally, they both work perfectly well at the same time in Doombuilder's 3D mode as well as SRB2's previous version. So I have to wonder what's going on here.

If the “Each Time” linedef executor is used on a sector, the tagged sector is treated as an “Anywhere In Sector” (whether for all players or just the activating player, I know not), regardless of what the type actually is. I’m not sure if the same is true with other linedef executors as well.

EDIT: Scratch that. I do know from experience that the “Once” linedef works just fine. Other than that, though, I know nothing of the other types.

EDIT 2: To avoid a double-post, a few other things. First, a sector with a light level of 0 is not pitch-black in full-screen. This adds an unfair advantage to full-screen players, not to mention it disallows me from doing something that I need to do for a few maps. After all, what’s the point of trying to keep in the light if you can see just fine no matter how dark it is? I know some people may abuse 0-light sectors, but not all people do.

The checker for SRB2DB incorrectly states that there are not enough multiplayer starts when in reality all 32 are placed. Though that might be a glitch with SRB2DB, not with SRB2.

For some reason, crawla commanders are spawning in my second map even though I did not put any in there. This happens very rarely, but it does happen. All 32 starts are on that map, and the commanders seem only to spawn at places with starts, so might there be some correlation?

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"Your friend is that man who knows all about you, and still likes you." - Elbert Hubbard

When you tag in this very sector LD300 (Trigger Continuous) and LD301 (Trigger Each time), the sector starts to act like SE64 (Trigger Anywhere), if Tails flies over or any other character jump over the sector, they activates the event without touching the sector.

I was time attacking in ERZ2 and my time attack was succesful. No stops. Next I went into replay, viewed it and my player was at 50 rings and the next thok i did in that video, The player turned into Super Sonic which was weird, I never remembered myself going super sonic O_o. And in addition to that, I see it ruins the waypoints of Sonic or whatever to get to the goal. The player was doing pointless jumps and thoks in the room, etc. So Yeah.

I have an update on the crawla commander glitch. It seems that the random crawla commanders have nothing to do with player starts. When I load the map, there is no difference between each load (that is, if the commander spawned the first time around, it does every time). However, there IS a difference each time I load the mod, so it seems that some error in loading the mod is what is causing crawla commanders to be placed where they should not be. I think it might be that, in my mod, I place what essentially amounts to wing logos in non-nights stages. But I don’t see why that should make a difference, especially so randomly, in the loading of the mod.

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"Your friend is that man who knows all about you, and still likes you." - Elbert Hubbard